Unify it before dynameshing this will change set the size of the mesh to the preffered size to work with in zbrush. I believe unify is in te deformation tab. If that doesn't work go to geo modify topology check mesh and fix mesh.
wow, I was hooked right at the start when he started navigating through those clouds and changing the time of day. terrain generation was sweet and modifying the water at the end...wow. everything in it was insane. fucking awesome tech.
I am not a car modeler by any means. But i think my take would be model it in "normal" subd's with control edges, and then collapse the modifier stack(freeze the mesh) and then start optimizing the mesh by deleting edge loops.
Yeah, take a look at the 3dsmax.ini file, I think the positions of those windows are stored in there. You should be able to modify/delete them and it will revert to default. Not sure if there's a friendlier way to do this, I've never looked beyond that.
the outback file is the one im using i did it, hitting the delete all collections buttn worked, but is the problem solved now? i mean, i have to change the pose for checking if the skin modifier works right
#02: You find yourself wailing "OH MY GOD, ALL MY UV's ARE GONE!!" Do not fret. You just accidently applied the 'Unwrap UVW' modifier when you had "polygon mode" selected.
thats zbrush maya tough , I was looking for something like that for 3dsmax .... nothing similar? Actually I wanted to create my "base" model human to in future use to modify alter , improve and play with for other projects :) ...
There just different companies that sometimes modify the the coolers, add overclocks and package them with different games. Just buy the cheapest, most of them are still based on the reference GPU, unless you want one with a better fan.
What if you made the "A" capitalized and the "k" lowercase (like a cursive lowercase k with the closed loop)? Like this: [edit] I tried modifying it a bit to make the A looks less like an F, and to make the T less confusing:
I commented on this in discord. But the lamp needs more wear that changes the height info of the texture. You have a lot of grime, which modifies the roughness and maybe the color a bit. But there's none of the actual wear that you'd see on something that's in an environment with people in it. Deep bits of dirt or oil in…